
precision lowp float;

varying float vElevation;
uniform vec3 uLowColor;
uniform vec3 uHightColor;

void main(){
    float deep = (vElevation + 1.0 ) / 2.0;
    // 混合颜色
    vec3 color = mix(uLowColor, uHightColor, deep);
    gl_FragColor = vec4(color,1.0);
}